SourceTermAnalysisSystem_vue/node_modules/@cesium/engine/Source/Shaders/BrdfLutGeneratorFS.glsl
2026-05-15 10:22:44 +08:00

101 lines
3.4 KiB
GLSL

in vec2 v_textureCoordinates;
const float M_PI = 3.141592653589793;
float vdcRadicalInverse(int i)
{
float r;
float base = 2.0;
float value = 0.0;
float invBase = 1.0 / base;
float invBi = invBase;
for (int x = 0; x < 100; x++)
{
if (i <= 0)
{
break;
}
r = mod(float(i), base);
value += r * invBi;
invBi *= invBase;
i = int(float(i) * invBase);
}
return value;
}
vec2 hammersley2D(int i, int N)
{
return vec2(float(i) / float(N), vdcRadicalInverse(i));
}
vec3 importanceSampleGGX(vec2 xi, float alphaRoughness, vec3 N)
{
float alphaRoughnessSquared = alphaRoughness * alphaRoughness;
float phi = 2.0 * M_PI * xi.x;
float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (alphaRoughnessSquared - 1.0) * xi.y));
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangentX = normalize(cross(upVector, N));
vec3 tangentY = cross(N, tangentX);
return tangentX * H.x + tangentY * H.y + N * H.z;
}
/**
* Estimate the geometric self-shadowing of the microfacets in a surface,
* using the Smith Joint GGX visibility function.
* Note: Vis = G / (4 * NdotL * NdotV)
* see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3
* see Real-Time Rendering. Page 331 to 336.
* see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
*
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
* @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source.
* @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera.
*/
float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV)
{
float alphaRoughnessSq = alphaRoughness * alphaRoughness;
float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
float GGX = GGXV + GGXL; // 2.0 if NdotL = NdotV = 1.0
if (GGX > 0.0)
{
return 0.5 / GGX; // 1/4 if NdotL = NdotV = 1.0
}
return 0.0;
}
vec2 integrateBrdf(float roughness, float NdotV)
{
vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV);
float A = 0.0;
float B = 0.0;
const int NumSamples = 1024;
float alphaRoughness = roughness * roughness;
for (int i = 0; i < NumSamples; i++)
{
vec2 xi = hammersley2D(i, NumSamples);
vec3 H = importanceSampleGGX(xi, alphaRoughness, vec3(0.0, 0.0, 1.0));
vec3 L = 2.0 * dot(V, H) * H - V;
float NdotL = clamp(L.z, 0.0, 1.0);
float NdotH = clamp(H.z, 0.0, 1.0);
float VdotH = clamp(dot(V, H), 0.0, 1.0);
if (NdotL > 0.0)
{
float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV);
float G_Vis = 4.0 * G * VdotH * NdotL / NdotH;
float Fc = pow(1.0 - VdotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
return vec2(A, B) / float(NumSamples);
}
void main()
{
out_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);
}